View space lighting in deferred shading

Posted by kochol on Game Development See other posts from Game Development or by kochol
Published on 2012-11-12T17:35:35Z Indexed on 2012/11/12 23:15 UTC
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I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. Currently I use inverse of view * projection matrix to calculate the position of each pixel from stored depth value.

  1. First I want to avoid per pixel matrix multiplication for calculating the position. Is there another way to store and calculate position in G-Buffer without the need of matrix multiplication
  2. Store the normal in view space

Every lighting in my engine is in world space and I want do the lighting in view space to speed up my lighting pass.

I want an optimized lighting pass for my deferred engine.

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